Oh, I have the exact same problem with 4.19! I already thought its something wrong only for me, great to hear you have the same problem.

Does anyone know more about this?

I've had this in the Showdown demo just recently in 4.20, but I think I had it in 4.19 as well. I want to say disabling/enabling the gizmo in the viewport settings brought it back the first time, but none of the posted fixes would fix the recent issue in 4.20. I reset the .ini files for the game/engine/etc to get rid of some VR settings and that ended up fixing it, but I don't know what exactly brought it back.

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The new Niagara FX is very interesting, but u guy should fix the parameter when user can add or not, for example, when i click add button at Emiter Property, i saw spawn module and i add it, but it did nothing, that parameter should be add at Emiter Update, not the Emiter Property, that is very confusing.

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CLion support seems to have improved in 4.20 but still far from perfect.

Generated CMake files doesn't seem to include "*.generated.h" files, what ends in lots of error related to UCLASS, GENERATED_BODY and so on.

I can workaround it by including the intermediate folder where generated.h resides in cmake files, but it get's deleted every time project files are generated as result of adding new classes and such tasks...

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CLion support seems to have improved in 4.20 but still far from perfect.

Generated CMake files doesn't seem to include "*.generated.h" files, what ends in lots of error related to UCLASS, GENERATED_BODY and so on.

I can workaround it by including the intermediate folder where generated.h resides in cmake files, but it get's deleted every time project files are generated as result of adding new classes and such tasks...

Actually Visual Studio has this issue too, it's pretty annoying. This is currently the 3rd highest open issue in UE4 and is still backlogged so please go give it a vote. Hopefully we can get this into a hotfix before the end of 4.20.

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Niagara looks interesting, but i sincerely hope that cascade will stay too, unless it is possible to easily port existing cascade effects to niagara (like the "uwave" stuff that already needs tweaks to work in current versions of ue4)

"Loosing" all the effects and things that have been created for UE4 over the last years doesnt sound very useful, i think. (For me personally, this would be a massive issue, which would me take weeks to recreate everything, and i probably still would loose some effects forever.)

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regarding 4.20 in general, have not encountered any issues so far, which is nice :P

When I start VoiceCapture inside android , runtime permission shown up and I can see captured data after the app start , however if I close the app and run it again, VoiceCapture state become OK but No voice data . 0 bytes .

I tried to debug that with android studio profiler , and I found this error pop up when the app start for 2nd time : E/AudioRecord(24604): start() status -38 , and then bytes are always 0 . I dont know even a right description for this case to report a bug about it . could anyone help .

UMG has an issue with a double outline on text that has a shadows enabled. I posted this in the questions section but haven't heard back. Please see before and after image.

Hello everyone,

Thank you for reporting these bugs, but for us to investigate, please use the Bug Submission Form to enter a report with as much information as you can provide, including reproduction steps and/or a reproduction project so that we can see the behavior.

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Niagara looks interesting, but i sincerely hope that cascade will stay too

No worries, man. Epic usually keeps old systems for a long time.
Matinee is not needed anymore because of Sequencer, but it's still in the engine. Probably for licencess which built Matinee-based tools.

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No worries, man. Epic usually keeps old systems for a long time.
Matinee is not needed anymore because of Sequencer, but it's still in the engine. Probably for licencess which built Matinee-based tools.

I believe, for compatibility reasons, these systems will only cease to exist when UE 5 is released. So that anyone upgrading older UE 4 projects with these older systems can do it without problems.

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Niagara, wow, pretty cool... but then I still sometimes see the screen in 2d and say 'how does this light know that that particular pixel is something to bounce off and not the other' and 'there are no directions on a flat screen, just left right up and down'... 3d (chuckle) what a trip... you truly are wizards :-) ...

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The docs state "The Curve Atlas bakes down when it is compiled, which means there is currently no runtime support for changing what is in the atlas or the curve data that is stored in the atlas at runtime. However, you can store a large amount of data in a single Curve Atlas, and use Blueprint to override the curve being sampled from a Material Instance."

So, how do you override the curve being sampled using BP? Let's say I have a material with a curve atlas parameter filled with two linear color curves, GrayRocks and RedRocks. Default is GrayRocks. I create a MID in BP. How do I (in BP) change the the active curve from GrayRocks to Redrocks?

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The docs state "The Curve Atlas bakes down when it is compiled, which means there is currently no runtime support for changing what is in the atlas or the curve data that is stored in the atlas at runtime. However, you can store a large amount of data in a single Curve Atlas, and use Blueprint to override the curve being sampled from a Material Instance."

So, how do you override the curve being sampled using BP? Let's say I have a material with a curve atlas parameter filled with two linear color curves, GrayRocks and RedRocks. Default is GrayRocks. I create a MID in BP. How do I (in BP) change the the active curve from GrayRocks to Redrocks?

Hi cyaoeu!
To do this, use the Get Curve Position node to get your curve's position in the atlas, then pass that to Set Scalar Parameter on your MID.